Yaarel
🇮🇱 🇺🇦 He-Mage
Explaining "chips" by self-referentially referring to "chips" (and "memory"), is less helpful to me, who has nothing to do with that other game. It would help more to explain the idea in terms of 5e mechanics.The "attunement points" thing that has been getting discussed for a while seems to have largely been a thing where items use a given number of points based on item power rather than just 2014 style 1 slot per 1 item.
I explained it earlier when I first linked to the example yesterday in this post & didn't realize it needed explaining again so quickly. We may be talking about attunement of magic items rather than spells, but it's not so complicated that it doesn't make a good example of an item responsible for nothing other than variable capacity of some form. In a nutshell ongoing spells affecting a character in that game use a given amount of the player's capacity. A belt is needed to equip the memory chips & determines how many individual memory chips it can hold. The important part is that they don't really do anything else.
Generally, I am skeptical regarding the use of "points" for attunement. Any character optimizer will min-max the points to achieve the most powerful expenditure possible. Example, normally, spending all the points on a single extremely high level magic item will almost always be far more powerful than lots of low level items. Predictably it would break the game.
In various contexts, I use spell points, including psionic points. If it would be possible for a low level character to spend all of the points to cast a single high slot spell, it would break the game.
As a DM, I require a hard ceiling, that makes it impossible to use a magic item whose level and tier are higher than appropriate. (A DM can override this ceiling, but the default game engine math cannot.)
For me, referring to a maximum tier of attunability is appealing.